This commit is contained in:
RosimInc 2016-01-31 02:41:39 -05:00
commit 9685919fef
5 changed files with 164 additions and 116 deletions

View File

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View File

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View File

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View File

@ -11,6 +11,7 @@ public class Character : MonoBehaviour
public float TurnSpeed;
public float DashForce;
public float DashCooldown;
public Color TrailColor;
private Rigidbody rb;
private Quaternion targetRot;

View File

@ -1,49 +1,77 @@
using UnityEngine;
using System.Collections;
public class RuneBehaviour : MonoBehaviour {
using UnityEngine;
using System.Collections;
public class RuneBehaviour : MonoBehaviour {
public static float range;
public SpriteRenderer symbol;
public int letterNum;
private float lightState = 0f;
public const float LightTime = 1.5f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (lightState > 0f)
{
lightState -= Time.deltaTime / LightTime;
if (lightState < 0)
lightState = 0;
symbol.color = new Color(1 - lightState, 1f, 1 - lightState);
private float elapsedTime = 0f;
public const float LightTime = 1.5f;
public Color DefaultColor;
//Mauve cool
//symbol.color = new Color(1f - lightState * 0.5f, 1f - lightState * 0.8f, 1f);
private Color targetColor;
private float sign = 0f;
private Character currentCharacter;
//symbol.color = new Color(1f - lightState * 0.4f, 1f - lightState * 0.4f, 1f);
}
void Update ()
{
if (sign == 0f) return;
elapsedTime += Time.deltaTime * sign;
float ratio = elapsedTime / LightTime;
symbol.color = Color.Lerp(DefaultColor, targetColor, ratio);
if (ratio < 0f || ratio > 1f)
{
sign = 0f;
}
}
void OnTriggerStay(Collider col)
{
if (col.gameObject.tag == "Player")
{
lightState = 1f;
GameState.Instance.currentLevel.PressTile(letterNum);
}
}
void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Player" && currentCharacter == null)
{
currentCharacter = col.gameObject.GetComponent<Character>();
if (currentCharacter)
{
symbol.color = currentCharacter.TrailColor;
}
}
}
void OnTriggerExit(Collider col)
{
if (col.gameObject.tag == "Player" && currentCharacter != null && currentCharacter.gameObject == col.gameObject)
{
StartCoroutine(FadeColorOut());
}
}
private IEnumerator FadeColorOut()
{
currentCharacter = null;
Color startColor = symbol.color;
float ratio = 0f;
while (ratio < 1f)
{
ratio += Time.deltaTime / LightTime;
symbol.color = Color.Lerp(startColor, DefaultColor, ratio);
yield return null;
}
}
public void SetSymbol(int letterNum)
{
this.letterNum = letterNum;
symbol.sprite = Resources.Load<Sprite>("runic_" + (char)('a' + letterNum));
}
}
}
}